[OOC] Player Resource Thread

Nov 19, 2019 4:32 pm
Standard Roll Difficulty Guidance

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Spending Advantage, Threat, Triumph, and Despair

Combat Encounters

Combat Summary

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Social Encounters
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Nov 20, 2019 3:17 am
Skills List

Athletics (Brawn)
Brawl (Grappling) (Brawn)
Brawl (Striking) (Agility)
Charm (Presence)
Coercion (Willpower)
Cool (Presence)
Coordination (Agility)
Deception (Cunning)
Discipline (Willpower)
Knowledge (Education) (Intellect)
Knowledge (Lore) (Intellect)
Knowledge (Society) (Intellect)
Leadership (Presence)
Mechanics (Intellect)
Medicine (Intellect)
Melee (Brawn)
Negotiation (Presence)
Perception (Cunning)
Ranged (Agility)
Resilience (Brawn)
Skulduggery (Cunning)
Stealth (Agility)
Streetwise (Cunning)
Survival (Cunning)
Vehicles (Agility)
Vigilance (Willpower)

Note that this game combines a few skills that would be separate in many other Genesys settings. Specifically, Computers is now part of Knowledge (Education), Gunnery is part of Ranged, and Driving, Piloting, and Operating are absorbed into Vehicles.

Brawl (Grappling)

This skill covers attacks that try to trip, throw, tackle, or restrain opponents. The skill is also used to escape an opponent who is restraining you.

Brawl (Striking)

This skill covers any use of your body to hit other characters or objects to injure or break them, regardless of whether you are using punches, kicks, elbows, headbutts, or something else. This skill covers attacks with certain weapons that merely augment punches and kicks, such as brass knuckles or steel-toed boots. All other hand weapons are covered by the Melee skill.

Knowledge (Education)

This skill pertains to book learning gained in non-fighting contexts, such as primary and secondary school, college, or certain vocational programs. This skill is a bit of a grab bag, covering everything from mathematics and science to history and literature. Education might tell you how many people a rope can hold before it snaps, what language an ancient text is written in, or how much force would be required to break through a concrete wall. This is also the skill used to hack into a computer or cell phone. It also covers much more.

Knowledge (Lore)

Lore covers knowledge of the more esoteric side of fighting: the legends, spirituality, and accumulated wisdom that masters have passed down to students for generations. Use this skill to identify an opponent's style by their stance, to remember the significance of a symbol associated with a particular dojo, or to identify the origins of an ancient weapon.

Knowledge (Society)

This skill tells you who's who and what's what in Rumble City and American society more broadly. Use this skill to tell you who the key gangs are in a given area, the legality of something or some practice, the fastest route from one neighborhood to another, or what people from one part of the city think about people from another.
Nov 21, 2019 2:42 am
Talent List

The following talents are tailored toward brawler characters and may be purchased as you wish. In addition, DrainSmith's Talent Tome includes all officially published Genesys talents. Please ask permission before selecting talents from Realms of Terrinoth or Shadow of the Beanstalk.

The cost to purchase a talent is 5 times the Tier number that the talent appears in (5 for Tier 1, 10 for Tier 2, etc.). You can buy a talent from a particular tier only if after doing so you will also have at least one more talent in the tier above. (For example, you can only buy a Tier 3 talent if you have two Tier 2 talents first.)

Tier 1

Acrobatic Evasion
Activation: Active (Out-of-Turn Incidental)
Ranked: Yes
If this character makes a Coordination check for any reason during combat, they add +1 Melee Defense per rank of Acrobatic Evasion until their next turn.

Kick' Em While They're Down
Activation: Passive
Ranked: No
When making a Brawl or Melee combat check against a prone opponent while you are standing, gain 2 Boosts to the attack instead of 1 Boost.

Precision
Activation: Active (Incidental)
Ranked: Yes
When you first take this talent, pick one skill from among Brawl (Grappling), Brawl (Striking), or Ranged. When you make a check with this skill, your character may use Cunning instead of Brawn or Agility. For each additional rank of Precision, you may choose another one of these three skills to use with Cunning.

Takedown Defense
Activation: Active (Out-of-Turn Incidental)
Ranked: No
May suffer 2 strain to upgrade the difficulty of an incoming Brawl (Grappling) check to use a takedown weapon once.

Unarmed Parry
Activation: Active (Out-of-Turn Incidental)
Ranked: No
This character can use the Parry talent (or Parry [Improved]) while unarmed, but only against other unarmed weapons.

Tier 2

Ground and Pound
Activation: Passive
Ranked: No
When in an Advantageous Position against an engaged opponent, add +1 point of damage to successful Brawl (Striking) attacks against that opponent. This bonus is changed to +2 damage if in a Superior Position.

Improvised Weapon Master
Activation: Passive
Ranked: No
This character adds automatic Success to all combat checks when using an improvised weapon, and reduces its Crit Rating by 1.

Iron Chin
Activation: Passive
Ranked: Yes
When hit by an unarmed weapon, triggering the Knockdown Weapon Quality costs an extra Advantage to activate. This talent may be bought multiple times, making the character more difficult to knock down each time.

Jab
Activation: Active (Action)
Ranked: No
Make a Brawl (Striking) combat check against an engaged enemy. On success, instead of normal damage, deal half as Stun Damage (round up), and add 2 Setbacks to the target’s next action.

Keep Them in Front
Activation: Passive
Ranked: Yes (Max 3)
To flank this character requires +1 more allies to be engaged before benefiting from the conditions of flanking a target. Taking this talent again increases the number of engaged allies required to flank this character by +1.

Sense the Finish
Activation: Active (Incidental)
Ranked: No
During any combat check, this player may spend 2 Advantage or Triumph to learn how close an enemy is to exceeding either their wound or strain threshold (player’s choice).

Submission Specialist
Activation: Active (Incidental)
Ranked: Yes
Once per round, may spend 2 strain to reduce a Brawl (Grappling) submission weapon’s Prepare rating by 1 (minimum 0). Increase the difficulty of the attack once. Each time the talent is purchased, may use it one additional time per round.

Unarmed Parry (Improved)
Activation: Active (Out-of-Turn Incidental)
Ranked: No
When unarmed, this character can add +1 strain to the cost of the Parry (or Parry [Improved]) talent to use it against an incoming melee weapon attack.

Tier 3

Acrobatic Evasion (Improved)
Activation: Active (Incidental)
Ranked: No
Once per encounter, this character may spend a Story Point as an incidental to make an incoming combat check (before rolling) an opposed check against their Coordination skill rather than the normal difficulty.

Body Shot
Activation: Active (Incidental)
Ranked: No
Once per turn, after making a successful Brawl (Striking) attack, spend a Story Point to inflict an Average (PP) Critical Injury that reduces the target's Strain Threshold by two until healed.

Control the Distance
Activation: Active (Maneuver)
Ranked: No
Suffer 2 Strain and spend a maneuver to add 1 Failure and 1 Threat to all incoming Melee and Brawl checks until the start of this character’s next turn.

Counterstrike
Activation: Active (Action)
Ranked: No
This character may take an action to ready a counter. Upgrade the difficulty of all incoming Melee and Brawl combat checks, or incoming Brawl (Grappling) checks to grapple twice until the character’s next turn. If the enemy check generates 3 Threat or Despair, this character may deal double their Cunning in damage (apply soak as normal).

Crafty Veteran
Activation: Passive
Ranked: Yes
Select either the Brawl (Striking) or Brawl (Grappling) skill. Checks with that skill may use Cunning instead of the normal characteristic, though damage is calculated with Brawn as normal. This skill can be selected twice, each time applying to a different skill.

Fancy Footwork
Activation: Active (Maneuver)
Ranked: No
Suffer 2 Strain and spend a maneuver to add 1 Success and 1 Advantage to this character’s next Melee or Brawl combat check, or Brawl (Grappling) check to grapple.

Heavy Hands
Activation: Passive
Ranked: Yes
When triggering the Knockdown quality from a Brawl (Striking) combat check, decrease how much Advntage is necessary to trigger it by one Advantage (Minimum 1 Advantage). This talent can be taken up to three times, decreasing the Advantage necessary to trigger Knockdown once each time.

Jab (Improved)
Activation: Active (Incidental)
Ranked: No
On a successful jab attack, may spend 3 Advantage or Triumph to have target also suffer wounds equal to your Brawn rating.

Leg Kick
Activation: Active (Incidental)
Ranked: No
If this character scores a critical hit with a kick weapon, instead of rolling on the Critical Injury table, they may instead spend a Story Point to cause the target to lose one point of Agility (minimum 1) while in the standing position for the rest of the encounter. This counts as a Critical Injury with a severity of Average (PP), and can be healed like any other Critical Injury.

Silenced
Activation: Active (Action)
Ranked: No
When making any Brawl attack, may upgrade the difficulty of the attack once. If the attack is a success, the target character is unable to make noise until after their next turn. This character may then spend 2 Advantage to extend the effect to another enemy character within engaged range.

Takedown Defense (Improved)
Activation: Passive
Ranked: No
When your character is the target of a Brawl (Grappling) combat check to use a takedown weapon, the attacking character suffers 1 strain, plus 1 additional strain per net Failure (should the check fail).

Will to Fight
Activation: Active (Incidental)
Ranked: No
When making a Resilience check, may spend a Story Point to add half of Willpower (rounding down) to Brawn for purposes of assembling the dice pool.

Tier 4

Combination
Activation: Active (Action)
Ranked: Yes
This character may spend one Story Point to give their next Brawl (Striking) combat check the Linked 1 Special Quality. Retaking the talent increases the Linked rating gained when activating this talent by 1.

Improvised Weapon Master (Improved)
Activation: Passive
Ranked: No
When wielding an improvised weapon, no longer suffer automatic Threat during attacks, and reduces their Crit Rating by 1 more. Further, improvised weapons gain the Defensive 1 and Disorient 1 weapon qualities.

Leaping Attack
Activation: Active (Incidental)
Ranked: No
Once per encounter, suffer 2 strain to target an enemy within short range with any unarmed Brawl (Striking) weapon or a Brawl (Grappling) submission weapon your character possesses as if engaged. If successful, the attack gains Breach +1 and doubles your Brawn value for purposes of calculating damage dealt for that attack.

Power Attack
Activation: Active (Maneuver)
Ranked: No
Suffer 3 Strain to add Concussive 1 and Pierce equal to the character’s Brawn to the next attack with a Brawl (Striking) weapon or a Brawl (Grappling) submission weapon.

Rebound Attack
Activation: Active (Incidental)
Ranked: No
Add 2 Failure to the next Brawl (Grappling) check to use a takedown weapon or Brawl (Striking) combat check. If successful, add Concussive equal to half the character’s Agility or Cunning (rounding down) to the attack.

Sense the Finish (Improved)
Activation: Active (Incidental)
Ranked: No
If, when learning how close an opponent is to exceeding their wound or strain threshold with the Sense the Finish talent, the opponent would go over their threshold by suffering 2 more wounds or strain (or fewer), this character may spend a Story Point to immediately make another attack against that target using the same dice pool as the previous attack.

Spinning Attack
Activation: Active (Action)
Ranked: No
Make a Brawl (Grappling) combat check using a submission weapon or Brawl (Striking) combat check, and upgrade the difficulty twice. If successful, add Vicious equal to the character’s Agility to the attack, and reduce the attacks crit rating by 1 (to a minimum of 1).

Sweet Science
Activation: Active (Incidental)
Ranked: No
Once per round, after a successful Brawl (Striking) attack against a target, spend Advantage to gain automatic Advantage to future Brawl (Striking) attacks against the target for the rest of the encounter. This can stack up to three times against the target in an encounter.

Takedown Defense (Supreme)
Activation: Active (Out of Turn Incidental)
Ranked: No
When your character is the target of failed Brawl (Grappling) check to use a takedown weapon, you may spend 3 Threat or Despair from the attacker’s check to make them suffer wounds equal to your character’s Brawn.

Tier 5

Improvised Weapon Master (Supreme)
Activation: Passive
Ranked: No
Once per encounter, may spend a Story Point to add any single weapon quality (or add +1 rank to any existing weapon quality) to an improvised weapon until the start of their next turn.
Nov 21, 2019 2:45 am
Unarmed Attacks List

All characters begin with the basic unarmed attack for no XP cost. However, you may purchase the following attacks with XP to give your character more versatile arsenal of unarmed strikes, takedowns, and other attacks. (Note that we will not be using the reach rules.)

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Choke Slam

Attempting this attack requires the attacker already have an Advantageous or Superior Position in a grapple, or that the opponent is immobilized. Upon a successful attack with the choke slam, the target is automatically knocked prone, as if the attacker had triggered the Knockdown weapon quality.

Choke Submission

If a choke submission is successful, it downgrades the difficulty of the next choke submission attack against the same target once, unless the target successfully escapes. If making a choke attack against a target that is already incapacitated, reduce the choke submission’s Crit Rating by 1, to a minimum of 1, for each successive attack against an incapacitated target.

Clothesline

The move does take a moment to set up, but if well-executed, it can be a game changer. If a clothesline attack is successful and activates the knockdown quality, the player can spend 2 Advantage or Triumph to cause the target to also be either Staggered or Immobilized for one round as they writhe in pain on the ground.

Dropkick

On a successful attack with the dropkick, triggering the Knockdown weapon quality requires one fewer Advantage to activate than normal (minimum 1 Advantage). No matter the outcome, the attacker is considered prone after the attack is resolved.

Elbow

Elbow attacks ignore one point of Melee Defense, unless an opponent is wearing a fully enclosed helmet.

Head-Butt

If a head-butt attempt generates 3 Threat or Despair, the character making the attack is staggered for two rounds, regardless of if the attack triggered the Concussive quality or not. In many cases, characters can perform head-butts even if they are bound, immobilized, or suffering from other conditions or situations where they cannot reasonably perform other unarmed attacks.

Hook Punch

When attacking with a hook, but before rolling the dice pool, the attacker may spend two maneuvers to ignore the target's melee defense for the purposes of the attack roll.

Joint Submission

If a joint submission is successful, it deals damage as normal, and that character is considered to have a superior grappling position. Should the attack deal a critical hit, roll as normal on the Critical Injury Result table. After looking at the result, the attacker may choose to inflict the Critical Injury, or withhold dealing the Critical Injury and write down the result and wait until the next turn. This may give their opponent an opportunity to escape. However, if the opponent fails to escape, when it is the attacker’s turn, they may again make the same attack. If successful, and the attack triggers a Critical Hit, they may add their previous result to the new roll, to a maximum Critical Injury Result of 130.

Kick

A basic striking attack, but one that is exhausting over time.

Knee

If you have an advantageous position in a grapple (no matter if you’re standing or on the ground), reduce the crit rating of knee attacks by 1 (minimum 1). Reduce the crit rating twice if you have a superior position (minimum crit rating 1).

Pile Driver

Attempting this attack requires the attacker already have an Advantageous or Superior Position in a grapple, or that the opponent is immobilized. Upon a successful attack with the pile driver, the target is automatically knocked prone, as if the attacker had triggered the Knockdown weapon quality.

Punch

The bread-and-butter of many fighting styles.

Takedown

If a takedown attack is successful, it automatically activates the Ensnare 1 weapon quality without spending any Advantage. Further, if the attacker does not have the Advantage necessary to activate the Knockdown weapon quality, they may delay dealing damage by one round, and bank any excess Advantage for their next attempt. On their next turn, assuming the target hasn’t successfully escaped the grapple, the attacker may make another takedown attempt. After tabulating the check results, if the attack is a success, they may choose to add the banked Advantage to activate the Knockdown weapon quality, or bank more Advantage. If the Knockdown weapon quality is activated, then damage is calculated from the results of the most recent check.

Unarmed Attack

The standard unarmed attack can narratively represent all manner of unarmed strikes, including those on Table 4–1. Every character begins with this attack. However, the character using this attack has incomplete training, and their punches, kicks, knees, and elbows use inefficient technique, dealing less damage than other, trained fighters.
Nov 21, 2019 2:50 am
Gear List

Check DrainSmith's Equipment Encyclopedia for ideas on modern-era gear you may want to pick up. Focus on the "Modern" section, although other gear may be permissible with GM approval.

In addition, see below for lists of weapons, armor, and gear that you may want to purchase.

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Brawl, Melee, and Ranged Weapons

Barrel
Full barrels cannot be moved without some kind of forklift or dolly, or a Formidable (PPPPP) Athletics check.

Baseball Bat
When using the aim maneuver to aim for the head as a specific target, the subsequent attack gains Concussive 1.

Brass Knuckles
When making a Brawl (Striking) attack while wearing Brass Knuckles, add +1 to damage, and either add the Knockdown and Disorient 3 quality, or, if the attack (such as a Punch instead of the natural unarmed attack) already has those qualities, instead add Disorient +1 and reduce the Advantage needed to trigger the Knockdown Quality by one 1 Advantage (minimum 1 Advantage).

Brick
A successful melee combat check with a brick deals Brawn +1 damage, +1 damage per net Success, and still has the Disorient 1 and Inferior weapon qualities.

Ladder
Standard ladders require two maneuvers to set up. Once set, they enable a character to reach any location within short range directly above the ladder. If the character stands atop the ladder, they can leap or climb to a location within short range with a Hard (PPP) Athletics or Coordination check.

Steel Chair
If the steel chair generates 3 Threat or Despair during an attack, or an attack against this character generates Triumph, the chair bends or breaks, making it unusable.

Switchblade
The switchblade adds 2 Setbacks to attempts to locate it on one’s person, thanks to its concealable nature.

Weighted Chain
Add Boost to all Brawl (Grappling) checks while wielding a chain. If a character uses the Parry talent while wielding the chain, they can spend 2 Threat generated on the attack to gain the Advantageous Position over that target in a grapple (see page 24). Further, fighters can swing the weighted chain as a weapon. Use the baseball bat stats, but add the Inaccurate 3, Reach 3, and Slow-Firing 1 weapon qualities.

Armor

Boxing Gloves
The mitten-like structure of a boxing glove is heavy, and makes it difficult to land a clean strike, adding Setback to all Brawl (Striking) checks with fists, as well as Resilience checks to recover between rounds (see Optional Rules: Rounds, page 84). It also makes gripping an opponent very difficult, adding 2 Setbacks to all Grappling checks. It also makes it nearly impossible to manipulate fine objects with the fingers or hands, upgrading the difficulty of such checks twice at the GM’s discretion. Still, wearing boxing gloves makes the hands immune to the hand-breaking Critical hit suffered on a Despair or 2 Despairs on Table 3–1. The defense provided by Boxing Gloves is Melee Defense only.

Combat Pads
When wearing combat pads, if a character has the Parry talent, they can use it to defend against melee weapons while unarmed. Combat pads often have a hard plastic or metal exterior, which can be spiked. Combat Pads can also act as a Brawl weapon, doubling the price can add either +1 damage, +1 Vicious, or +1 Pierce to appropriate Brawl (Striking) checks at the GM’s discretion.

Fancy Robes
Upon purchase, the buyer can select one social skill (Charm, Coercion, Deception, Leadership, or Negotiation). While wearing the robes in an appropriate combat sports situation, downgrade the difficulty of all checks made with that skill once. Only one set of robes can be worn at a time.

Gi
A traditional tunic, pants, and belt used in many Asian martial arts.

Mouth Guard
While wearing a mouth guard, reduce the result of criti- cal injury rolls by 10, but add 󲊸 󲊸 to any social checks that require the character to speak. Placing or removing a mouth guard is a maneuver.

Protective Pads
Wearing Protective Pads reduces the result of critical injury rolls by 40 (from brawl and blunt melee combat checks), but upgrade the difficulty of all Agility based checks once.

Spiked Leathers
If an incoming unarmed attack generates 2 Threat or Despair against a target in spiked leathers, the target may spend those results to force the attacker to suffer 1 wound.

Sports Pads
Sports pads reduce the severity of any Critical Injury results by 30, as if providing three ranks in the Durable Talent (Genesys Core Rulebook, page 73).

Taped Up
Wrapped-up limbs and fingerless gloves help prevent injuries to the hands and joints. Triggering the Injured Limb result on Table 3–1 (page 23) while wearing taped up requires 2 Despairs instead of 1 Despair. Some other unarmed weapons can trigger this same result via variable amounts of threat. In this case, add 1 Threat to the results necessary to trigger the result. Taping up limbs does nothing to defend against limb injuries created by joint submission attacks or incoming attacks.

Gear

Backpack
+4 Encumbrance; $50; Rarity 3

Cell Phone
Encumbrance 0; $100; Rarity 2

Corner Kit
The corner kit includes a stool, a bucket, towels, and a water bottle. The corner’s job is to help a fighter recover between rounds, cooling them down, hydrating them, and helping them catch their breath. Characters with a corner kit can make an Average (PP) Social check as an action to help an engaged seated fighter recover. The fighter regains 1 strain per net Success or 2 Advantage.

Cross-body Bag
+3 Encumbrance; $30; Rarity 1

Cutman's Kit
The cutman’s (or cutwoman's) kit includes an enswell, gauze, cotton swabs, and petroleum jelly. The enswell is a metal block with a handle kept cold on ice, rubbed on damaged areas to reduce swelling. When it comes to cuts, gauze dries up blood, while cotton swabs apply medications designed to control bleeding before being sealed with petroleum jelly. A cutman’s kit contains all of these elements, and enables Medicine checks to heal wounds and Critical Injuries. In addition, the specialized equipment reduces the difficulty by one when healing Critical Injuries with a severity under 95.

Disguise Kit
Encumbrance 4; $250; Rarity 5
Includes wigs, hairpieces, makeup, colored contacts, basic camouflage paint, and putty for prosthetic adjustments.

Extra Clip
Encumbrance 0; $25; Rarity 2
Used to replace the ammo in a gun when it runs out of ammunition (on a Despair roll result).

First Aid Kit
Encumbrance 1; $100; Rarity 3
Lets you make Medicine checks to heal wounds and critical injuries without penalty.

Flashlight
Encumbrance 0; $10; Rarity 1

Handcuffs
Encumbrance 0; $15; Rarity 4
Requires a Daunting (PPPP) Athletics or Coordination check to escape from.

Hydrade
A sugary sports drink often recalled for the presence of trace chemicals, Hydrade is popular with professional and aspiring athletes across Rumble City. The beverage comes in a variety of flavors that feature electric, almost glowing neon colors. The beverage features a seven- headed serpent as its mascot, each of which has a distinct personality used in advertising to comedic effect. Drinking Hydrade as a maneuver recovers 4 strain, and adds Boost to all Brawn-based checks for the rest of the encounter. A character cannot benefit from Hydrade more than once per encounter. At the end of the encounter, reduce the character’s strain threshold by two for the rest of the session.

Lockpicks
Encumbrance 1; $75; Rarity 5
Lets you attempt to use Skulduggery to pick locks without penalty. In addition, you add automatic Advantage to the check.

Mossil-Max Pills
A steroid supplement that is frequency abused in Rumble City. Taking Mossil-Max Pills as a maneuver gives a character +1 Brawn for the remainder of the encounter. However, the character must upgrade the difficulty of all Cool and Discipline checks once for the remainder of the session. This penalty stacks if Mossil-Max Pills are taken in multiple encounters per session. If a character who has taken Mossil-Max Pills uses the Berserk talent they must make a Brawl or Melee check every turn possible, even if it’s against an ally. But they add 1 Success to Brawl and Melee combat checks, in addition to the benefits already granted by the Berserk talent. At the end of the encounter, the character suffers 4 additional strain.

Night Vision Goggles
Encumbrance 1; $500; Rarity 5
Removes all setbacks from checks due to darkness.

Painkiller
Encumbrance 0; $25; Rarity 2
One-use item that heals 5 wounds. The next painkiller in the same day heals 4 more wounds. The third heals 3, and so on.

Portable Medkit
Encumbrance 2; $200; Rarity 4
Lets you make Medicine checks to heal wounds and critical injuries, and adds automatic 1 Advantage to the check.

Portable Toolkit
Encumbrance 4; $200; Rarity 2
Lets you make Mechanics checks to repair things (or break them) without penalty.

Rank Belt
Wearing a respected belt of a higher rank than someone else can add Boost to social checks against that character at the GM's discretion, particularly Coercion and Leadership checks.

Rope
Encumbrance 1; $5; Rarity 1

Sports Drink
After drinking a sports drink, the target character immediately heals 3 strain. While a character can use this item up to three times in a day, it provides diminishing returns. A second drink heals 2 strain, a third heals 1. Additional applications have no mechanical effect.

Tablet Computer
Encumbrance 1; $200; Rarity 3

Tool Belt
Encumbrance +2; $20; Rarity 1

Training Dummy
Having a training device can add Boost to checks during training encounters at the GM’s discretion. This does not stack with the benefits of a training facility (see page 95).
Nov 23, 2019 4:44 pm
Grappling

Grappling is a standard attack, made either unarmed or with a Brawl (Grappling) weapon. The attack does damage like any other attack based on your unarmed damage or the weapon used. However, unlike Brawl (Striking), Brawl (Grappling) attacks are opposed checks versus the opponent's Brawl (Grappling) skill. If the check succeeds, you improve your position versus the opponent (from Neutral to Advantageous to Superior). Likewise, if your enemy has the better position, a successful Brawl (Grappling) check lets you reduce their advantage or get back to a Neutral footing.

A character in an Advantageous Position gets 2 Boosts to all Brawl checks made against that opponent. A character in a Superior Position upgrades all Brawl checks once against that opponent, and their opponent must upgrade the difficulty of all Brawl checks against the character who has the Superior Position over them.

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Feb 3, 2020 5:11 pm
XP Tracker

Character creation: +15 XP (GM grant)
1 January 2020: +5 XP (monthly award)
3 February 2020: +5 XP (monthly award)
3 March 2020: +5 XP (monthly award)
16 March 2020: +20 XP (Session 1 award)
2 April 2020: +5 XP (monthly award)
4 May 2020: +5 XP (monthly award)
3 June 2020: +5 XP (monthly award)
1 July 2020: +10 XP (monthly award, earmarked for social skills)
3 August 2020: +5 XP (monthly award)
2 September 2020: +5 XP (monthly award)
12 October 2020: +5 XP (monthly award)

Total Earned XP: 90 XP
Apr 10, 2020 5:39 pm
Enemy Types

Enemies in this system fall into three categories: Minions, Rivals, and Nemeses.

Minions are cannon fodder. They're the kind of enemies that PCs can generally plow through with ease. They're in the game to allow for the kind of heroic fighting we see in movies and fiction, where a single hero takes down gobs of bad guys in a few blows.

That said, minions are dangerous when they work together. For this reason, minions act in groups, taking a single initiative slot. They have skills, but the more minions there are in the group, the better they are at those skills. For instance, a single minion with the Agility 2 and the Ranged skill will roll GG to shoot someone. However, add another minion to the group, an that goes to YG. Add a third, and it goes to YY. A fourth? YYG.

Minions are vulnerable to weapons with the blast quality (since it affects them individually), and to critical hits. A critical hit on a minion group automatically takes out one minion. Crits are like minion-killers.

Rivals act just like player characters for the most part. The difference is that Rivals don't have a Strain Threshold. That means that they take strain inflicted on them as Wounds (although Strain and Wounds can still be distinguished from one another via narrative description).

Nemeses act just like player characters in most every way. However, particularly powerful Nemeses may get two actions in a single round to compensate for the fact that PCs get several attacks to their one.

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